OpenGL clipping problem

Hi everyone,

I recently started exploring OpenGL on Linux (RH 7.2) and am having a clipping problem. It seems like no matter what I do, everything I put on the screen is clipped before z=1.0 and after z=-1.0 and I can’t change it. Can someone give me pointers here? (I can send source code if necessary, but I’ll hold off for now to save space.)


I think it is best to post a small but complete program showing exactly what you are doing. Post it here or in the beginners forum if it is not linux specific.

Ok…here’s some simplified source code.(It draws a grid of lines. Notice the clipping on the front and back of the surface.

I’m not sure if this is Linux specific, but after comparing with some other platform code, I feel it might be.

Also, I’ve tried things like gluOrtho and tried a bunch of other random stuff, and ju
st can’t figure out what I need to adjusting the clipping bounds.

/************************ clippingprob.c **
#include <GL/gl.h>
#include <GL/glut.h>

void display(void);
void Line(GLfloat, GLfloat, GLfloat, GLfloat);

int main(int argc, char** argv)
glutInit (&argc, argv) ;
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB) ;
glutInitWindowSize (500, 500) ;
glutInitWindowPosition (100, 100) ;
glutCreateWindow (“OpenGL Display Window”) ;

glClearColor(0.0, 0.0, 0.0, 0.0) ;
glutDisplayFunc (display) ;

glutMainLoop () ;

return 0 ;

void display(void)
int idx;

glRotatef(80.0, 1.5f, 0.7f, 0.0f);

//Draw a 20x20 line grid from (-1.0,-1.0,0.0) through (1.0,1.0,0.0);
for(idx = 0; idx <= 20; idx++)
Line(1.0f, (-1.0f) + (GLfloat)idx / 10.0f,
-1.0f, (-1.0f) + (GLfloat)idx / 10.0f);
for(idx = 0; idx <= 20; idx++)
Line((-1.0f) + (GLfloat)idx / 10.0f, -1.0f,
(-1.0f) + (GLfloat)idx / 10.0f, 1.0f);


void Line(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {

/********************* EOF *****************/

compilation: gcc clippingprob.c -lGL -lGLU -lglut -lm -o clippingprob


The red book says about gluOrtho2D:
“For the special case of projecting a two-dimensional image onto a two-dimensional screen, use the Utility
Library routine gluOrtho2D(). This routine is identical to the three-dimensional version, glOrtho(),
except that all the z coordinates for objects in the scene are assumed to lie between -1.0 and 1.0. If you’re
drawing two-dimensional objects using the two-dimensional vertex commands, all the z coordinates are
zero; thus, none of the objects are clipped because of their z values.”

If you do not have the red book can you download it from the online books section here

You can use glOrtho but probably is gluPerspective or glFrustum the functions you want to use.

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.